Esempio n. 1
0
static TQ3GroupObject QD3DSupport_NewLights()
{
	TQ3GroupPosition		myGroupPosition;
	TQ3GroupObject			myLightList;
	TQ3LightData			myLightData;
	TQ3LightObject			myAmbientLight = NULL;
	TQ3ColorRGB				WhiteLight = { 1.0F, 1.0F, 1.0F };
	
		/*	Set up light data for ambient light.  This light data will be used for point and fill
			light also. */

		myLightData.isOn = kQ3True;
		myLightData.color = WhiteLight;
		
		/*	Create ambient light. */
		myLightData.brightness = 0.8F;
		myAmbientLight = Q3AmbientLight_New(&myLightData);
		if ( myAmbientLight == nil )
		{
			goto bail;
		}

		/*	Create light group and add each of the lights into the group. */
		myLightList = Q3LightGroup_New();
		if ( myLightList == nil )
		{
			goto bail;
		}
		myGroupPosition = Q3Group_AddObject(myLightList, myAmbientLight);
		if ( myGroupPosition == 0 )
		{
			goto bail;
		}

		Q3Object_Dispose( myAmbientLight ) ;

		/*	Done! */
		return ( myLightList );
		
	bail:
		/*	If any of the above failed, then return nothing! */
		if (myAmbientLight != NULL)
		{
			Q3Object_Dispose( myAmbientLight ) ;
		}
		return ( nil );
}
Esempio n. 2
0
TQ3GroupObject MyNewLights()
{
	TQ3GroupPosition		myGroupPosition;
	TQ3GroupObject			myLightList;
	TQ3LightData			myLightData;
	TQ3PointLightData		myPointLightData;
	TQ3DirectionalLightData	myDirectionalLightData;
	TQ3LightObject			myAmbientLight, myPointLight, myFillLight;
	TQ3Point3D				pointLocation = { -10.0F, 0.0F, 10.0F };
	TQ3Vector3D				fillDirection = { 10.0F, 0.0F, 10.0F };
	TQ3ColorRGB				WhiteLight = { 1.0F, 1.0F, 1.0F };
	
	//	Set up light data for ambient light.  This light data will be used for point and fill
	//	light also.

	myLightData.isOn = kQ3True;
	myLightData.color = WhiteLight;
	
	//	Create ambient light.
	myLightData.brightness = .25F;
	myAmbientLight = Q3AmbientLight_New(&myLightData);
	if ( myAmbientLight == NULL )
		goto bail;
	
	//	Create point light.
	myLightData.brightness = 1.0F;
	myPointLightData.lightData = myLightData;
	myPointLightData.castsShadows = kQ3False;
	myPointLightData.attenuation = kQ3AttenuationTypeNone;
	myPointLightData.location = pointLocation;
	myPointLight = Q3PointLight_New(&myPointLightData);
	if ( myPointLight == NULL )
		goto bail;

	//	Create fill light.
	myLightData.brightness = .3F;
	myDirectionalLightData.lightData = myLightData;
	myDirectionalLightData.castsShadows = kQ3False;
	myDirectionalLightData.direction = fillDirection;
	myFillLight = Q3DirectionalLight_New(&myDirectionalLightData);
	if ( myFillLight == NULL )
		goto bail;

	//	Create light group and add each of the lights into the group.
	myLightList = Q3LightGroup_New();
	if ( myLightList == NULL )
		goto bail;
	myGroupPosition = Q3Group_AddObject(myLightList, myAmbientLight);
	if ( myGroupPosition == 0 )
		goto bail;
	myGroupPosition = Q3Group_AddObject(myLightList, myPointLight);
	if ( myGroupPosition == 0 )
		goto bail;
	myGroupPosition = Q3Group_AddObject(myLightList, myFillLight);
	if ( myGroupPosition == 0 )
		goto bail;

	Q3Object_Dispose( myAmbientLight ) ;
	Q3Object_Dispose( myPointLight ) ;
	Q3Object_Dispose( myFillLight ) ;

	//	Done!
	return ( myLightList );
	
bail:
	//	If any of the above failed, then return nothing!
	return ( NULL );
}